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Avatars Need Personal Space Too

Nicola Jones writes to alert us to a study showing that avatars need their personal space. Avatars in the virtual reality of Second Life act like real people in this way: boy avatars stand further apart than female ones, and characters tend to avert their gaze from each others' eyes when standing close together. This result holds whether the avatar is being played by a man or a woman. From the article: "The authors say this means that these online gaming environments are a goldmine of social data as well as a potential experimental research platform." Obviously not all behaviours translate from the real world to the virtual one, notes UIUC computer game researcher Dmitri Williams: "There is no research on what translates and what doesn't.... People's willingness to take risks in online worlds is radically different. Death is not permanent online."

29 of 127 comments (clear)

  1. Yeah, whatever... by Jeian · · Score: 5, Funny

    The authors say this means that these online gaming environments are a goldmine of social data

    Uh huh. I've had a lot less people ask me "R U 4 SECKS CHAT???" in real life.

    1. Re:Yeah, whatever... by Anonymous Coward · · Score: 5, Funny

      Uh huh. I've had a lot less people ask me "R U 4 SECKS CHAT???" in real life.

      You don't hang out in the right bars.

  2. more than one similarity by User+956 · · Score: 3, Insightful

    Avatars in the virtual reality of Second Life act like real people in this way

    Avatars act like real people in almost every way. They're extremely materialistic, cliquish, and superficial. "Playing" a game like Second Life is like hanging around with a bunch of thriteen-year-olds. The only difference is the conversation is less intelligent.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:more than one similarity by UbuntuDupe · · Score: 4, Funny

      Looks like you didn't get as much as you could have out of Second Life. Try the following strategies:

      1) Script a device so it acts like a listening bug and plant it in people's houses. (Make sure to have it spawn a copy of itself every 10 hours so it doesn't get deleted!) Confront them when they talk smack about you, and blame any third parties in the room for ratting.

      2) Name a device after someone nearby and have it make offensive remarks. By default, objects have green text when they speak, while humans have white text, so be sure to have it preface its statements "Hey, check this out guys, I can make my text green!"

      3) Arrange to store your money with someone else before you get your "allowance" so it will think you're poor and given you more Linden Dollars.

      If you just did some of those things, I'm sure you'd have more fun.

    2. Re:more than one similarity by Frogbert · · Score: 4, Funny

        *Woosh*
        -=(J)  <-- Joke

         ( )
         _|_  <-- You
          |
         / \

      Lameness filter

    3. Re:more than one similarity by l33t+gambler · · Score: 2, Funny

      >  *Woosh*
      >  -=(J)  <-- Joke
      >
      >   ( )
      >   _|_  <-- You
      >    |
      >   / \
      >
      >Lameness filter

      Can someone please explain this joke to me in detail?

      Thank you.

      --
      Teasing the nobles, and rightfully so!
    4. Re:more than one similarity by arose · · Score: 2, Funny

      Let me fix that:

        *Woosh*
        -=(J)  <-- Joke

      Lameness filter

         ( )
         _|_  <-- You
          |
         / \

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
  3. Wow.. by ackthpt · · Score: 2, Insightful

    Nearly as original as putting up a DikuMUD, today.

    what?!?!? that waifish female elfen thief is really a 57 year old cost accountant named Roger? I think I'll be sick first, then kill his ass!

    --

    A feeling of having made the same mistake before: Deja Foobar
  4. I don't read too much into this... by AdamTrace · · Score: 4, Informative

    First of all, the granularity for moving around seems to be about 1 meter. Getting into just the right position (conversational position, you perverts! :) can be somewhat difficult. Same with facing angle... it seems to be about 10 degrees.

    Trying to draw any sort of conclusions about subtle nuances of communcation seems, frankly, rediculous.

    Adman

    1. Re:I don't read too much into this... by Mattintosh · · Score: 4, Funny

      I hate it when I get bluediculous. I swear the ointment the doctor gives me itches more than the rash itself.

    2. Re:I don't read too much into this... by Anonymous Coward · · Score: 2, Interesting

      And, it's 3rd person. In every 3rd person game I've seen, if you can see the guy on the screen, that's good enough. Actually pointing your avatar at someone else's avatar is very rarely done.

      In a first-person game, you'd see this more often. People would actually look at the person they were talking to out of habit rather than standing so they were looking out at the wall or what not.

      Since I'm a nerd, that's part of the reason I've been trying to get developers to make first-person MMO's. I think it would help with the interpersonal communication and the immersion involved with that.

  5. Anonymity by IflyRC · · Score: 2, Funny

    I think avatars actually act differently than the controller (player) would in a similar real world social situation.

    With the internet things like chat rooms or online games shield the person from most of the social or psychological repurcussions for certain behavior. 30 year olds act like 15 year olds. Accountability goes out the window. The moral boundaries are also changed. How many people do you know that would cheat in an online game but would not cheat on an exam?

  6. "Second LIfe"? by Tarlus · · Score: 5, Funny

    Why do they call it "Second Life" if it's for MMO people who don't even have a primary life?

    --
    /* No Comment */
    1. Re:"Second LIfe"? by ABoerma · · Score: 2, Funny

      Isn't WoW a primary life?

    2. Re:"Second LIfe"? by Frogbert · · Score: 2, Funny

      Because it's at least four times better then Half-Life.

  7. Re:Second Life Breach by IflyRC · · Score: 2, Funny

    How nice, glad I have never played! I think this is one of the first security breaches of an online gaming system. Usually, people try to crack the system to get more "loot" - not credit card numbers and personal information.

    I guess subscribers just got a third life without knowing it (the identity thief)

  8. Re:Contradiction? by ackthpt · · Score: 2, Interesting

    Isn't that a kind of a contradiction? If death isn't permanent, it's not really a risk, is it? I find comments such as this stupid.

    Oh, there's a risk alright. You'll lose all your 1337 EQZ if you don't get back to your virtual remains quick enough. (I've always wondered when someone would institute virtual insurance policies, where your junk would be saved for so many minutes from anyone getting their mitts on it before you can recover it.)

    lalala jejejeje mi lykes =)

    gee, i miss it so much...

    --

    A feeling of having made the same mistake before: Deja Foobar
  9. Second Life by celardore · · Score: 2, Insightful

    I tried out Second Life for the first time today, and was sorely dissapointed. I'd read the BBC News article about it so I thought I'd see what the fuss was about.

    It was really laggy, maybe my housemate was killing my bandwidth with downloading again. That made it pretty much unplayable, but the fact it crashed no less than ten times (something my computer never does) in about 30 minutes turned me right off it.

    What I did observe though was a lot of confused characters running around and telling each other to "get lost" and then LOLing heartily. Reminded me of school in some small way.

  10. Second Life Sucks... by Aelcyx · · Score: 3, Funny

    It would be cool if your character could get a job in this game. Unfortunately, the game is retarded. They need a way to buy guns in the game so you can mug people.

    Or better yet, just make GTA into a MMORPG.

  11. The Actual Paper by j1m+5n0w · · Score: 5, Interesting

    Nick Yee, Jeremy N Bailenson, Mark Urbanek, Francis Chang, Dan Merget, The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments.

    (Given that the whole article is about a particular paper, they should have given a proper citation, or at least told us what the title of the paper was.)

    My summary of their findings: on average, female characters stand closer to female characters than male characters stand to male characters. Distance between male-female pairs has larger variability than distance between same-gender pairs. This is the same as what happens in real life.

    1. Re:The Actual Paper by Francis · · Score: 2

      It's kind of interesting, in Second Life, the client's camera can float around, and isn't constrained very rigidly by avatar location/orientation. But the important observation is that avatar positioning helps determine a social context.

      Something I've noticed in Second Life - when gathering in small groups, people tend to congregate in a circle, avatars all facing inwards. There's no need for this, especially with a free-floating camera. To compound it, your screen might often be covered with browsers, various chat windows, etc. The observation that real-world social conventions carry over into virtual spaces, even though it serves no practical purpose.

      (You know, you could've just asked - to let everyone in on the joke, Jim's desk is about 10 feet from mine in the lab :)

      --

      --
      #include <malloc.h>
      free(your.mind);
  12. Exactly. by raehl · · Score: 4, Insightful

    People's willingess to take risks online is about the same as their willingness to take risks elsewhere. It's just that risks online tend to be small.

    Th risk of pissing off someone you 'met' 30 seconds ago is much lower than pissing off someone you work with every day. On the same token, there are plenty of people who have very bad behavior when interacting in 'the real world' with people they don't expect to see again - just hang around the customer service dept. of any retail establishment for a bit.

  13. Death isn't permanent online? by kinglink · · Score: 3, Funny

    Tell that to my sims. Swimming to their death.. peeing themselves to their death. Killing themselves when fixing a light bulb.

    Not only is Death permanent but it's humiliating.

  14. Cheating is for losers by PopeRatzo · · Score: 2, Interesting

    I disagree with your conclusion that someone would cheat in an online game but not in the real world. I've been giving a lot of thought to cheating in MMORPGs lately, and have been observing behavior in Eve-Online, which is my favorite online entertainment.

    I've tried to talk to players who have either "ganked" or scammed other players and I've found that even outside their role-playing they feel comfortable with unethical behavior. I've spoken to about 20 players involved in what I would consider online cheating and asked them the same sort of questions that you'd find on an ethics quiz in a personality profile. I've given the same questions to about 15 players with whom I have had "ethical" interactions.

    I'm not really surprised to find that people who would not cheat or scam in real life also would not do it in an MMORPG. Maybe if I get a few minutes, I'll explore this further and write up my findings, but I'm too busy sending out email about the 55 million dollars in my dead Nigerian brother's overseas checking account.

    I was serious up to the last sentence.

    --
    You are welcome on my lawn.
  15. Culture by venicebeach · · Score: 3, Interesting

    i wonder if the distance also varies with the player's cultural background. For example, I noticed traveling in India that the expected amount of personal distance was much less than in America. Haven't read the article, so maybe they talk about this.

  16. Huh? by djupedal · · Score: 4, Funny

    Did you see that?

    See what?

    That avatar looked at me...

    C'mon man...avatars can't 'look' at anybody...

    No, man...I'm serious as a heart-attack. I swear. That big red she-male avatar over there by the elevator looked right at me!

    Listen. Avatars here are on display...that's all. They have no host and no history files so they can't do ANYTHING - get it?

    Ok, whatever you say, but I'm telling you, that 'no-host, no-history' cross-breed stared at me as we floated by.

  17. Re:Similar observation from WOW by Andy+Dodd · · Score: 2, Informative

    Strange, it seemed just the opposite in DAoC. On almost any raid, everyone would /stick to either the raid leader or their group leader (who would /stick to the raid leader). The result - one big massive blob.

    The exception, of course, was in any situation where people expected to get AoEd. Then they would spread out. Don't want to get killed because you were too close to Leeeroy when he agroed the wrong mob. Even in realm vs. realm combat, most raids would travel in /stick formation and only spread out if they suspected a threat. The end result would be embarassing 8v150 ganks - mez, stun, AoE, AoE, AoE, 150 dead at the hands of a single group. In short, in my observation people only spread out in MMOs when there are practical reasons for doing so, such as not getting AoEd or being able to figure out which person in your group has agro from the big bad monsters. :)

    --
    retrorocket.o not found, launch anyway?
  18. Risks online? by pluther · · Score: 2, Insightful
    People's willingness to take risks in online worlds is radically different.

    This is true. I almost never try to infiltrate galactic death machines in real life without proper protective gear and never rely on finding all the ammo I need laying around in containers in empty rooms.

    --
    If the masses can keep you down, you're not the Ubermensch.
  19. Aversion of Eyes?! by weasel5i2 · · Score: 3, Informative

    Article: Male avatars (whether created by a man or a woman) stood further apart than female avatars, for instance, and were more likely to avert their gaze. And when an avatar gets within a few metres of another, the user reduces eye contact by moving their character to face slightly to the right or the left of the other 'person'.

    Now, as a semi-regular presence in Second Life, I must say that the statements above are not necessarily true. The SL avatar's gaze follows the UI mouse pointer, and considering that the average user spends a lot of time in the UI navigating through inventory/item edit/whatnot, I think it can be said that a good portion of an avatar's gaze direction is a side-effect of the real user's actions at the time. Even if they are "moving their character to face slightly to the right or the left of the other 'person'.", their eyes don't remain fixed on one location. It's just as easy to have [the virtual-world equivalent appearance of] eye-contact with the other individual(s) as if you're facing them directly.. It's all about what you're doing with the mouse at the time.

    $0.02

    --Weasel

    --
    [BEGIN PGP PUBLIC KEY]: X5O!P%@AP[4\PZX54(P^)7CC)7}$EICAR-STANDARD-ANTIVIR US-TEST-FILE!$H+H*